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Blamite Game Engine - blam!  00453.06.08.26.0624.blamite
The core library for the Blamite Game Engine.
rendering.h File Reference
#include <stdint.h>
#include <sdl2/SDL.h>
#include <sdl2/SDL_events.h>
#include <OGRE/Hlms/Pbs/OgreHlmsPbsDatablock.h>
#include <OGRE/Hlms/Unlit/OgreHlmsUnlitDatablock.h>
#include <bgfx/bgfx.h>
#include <Strings/components/classes/map/map.h>
#include <string>
#include <vector>
#include "components/3rdparty/imgui/imgui.h"
#include "components/3rdparty/ogre2/GraphicsSystem.h"
#include "components/diagnostics/errors/errors.h"
#include "components/rendering/bgfx/types.h"
#include "api/v1/types/tags.h"
#include "api/v1/types/world_objects.h"
#include "api/v1/types/tags/classes/bitmap.h"
+ Include dependency graph for rendering.h:

Go to the source code of this file.

Classes

struct  ogre_material_instance_data
 Data structure used to store OGRE material instance data. More...
 
class  ogre_material_info_data
 Class used to store OGRE material information. More...
 
class  BlamRaycast
 

Namespaces

 Blam
 Namespace surrounding all major engine components.
 
 Blam::RenderingBGFX
 
 Blam::RenderingBGFX::Textures
 Namespace containing functions for interacting with textures.
 
 Blam::RenderingBGFX::Models
 
 Blam::RenderingBGFX::Materials
 
 Blam::RenderingBGFX::Shaders
 
 Blam::RenderingBGFX::Stats
 
 Blam::RenderingBGFX::Passes
 
 Blam::RenderingBGFX::Lighting
 
 Blam::RenderingBGFX::Culling
 
 Blam::Rendering
 Namespace for things relating to rendering.
 
 Blam::Rendering::Materials
 Namespace containing functions for interacting with materials.
 
 Blam::Rendering::Textures
 Namespace containing functions for interacting with textures.
 
 Blam::Rendering::Models
 
 Blam::Rendering::Lights
 
 Blam::Rendering::Shaders
 
 Blam::Rendering::Tilesets
 
 Blam::Rendering::Utils
 Miscellaneous utility functions for use with OGRE.
 

Macros

#define BLAM
 
#define GUI_RENDER_QUEUE_GROUP_ID   200
 The ID of the render queue group used for 2D rendering. More...
 
#define BLAM_OGRE_RESOURCE_GROUP   Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME
 The name of the OGRE resource group used for engine resources. More...
 
#define SHADER_DEFAULT_UNLIT   "@@unlit_shader"
 
#define SHADER_DEFAULT_PBR   "@@pbr_shader"
 
#define SHADER_DEFAULT_DEFERRED_GBUFFER   "@@deferred_gbuffer"
 
#define SHADER_DEFAULT_DEFERRED_GBUFFER_INSTANCED   "@@deferred_gbuffer_instanced"
 
#define SHADER_DEFAULT_DEFERRED_LIGHT_PASS   "@@deferred_light_pass"
 
#define SHADER_DEFAULT_DEFERRED_POSTPROCESS   "@@deferred_postprocess"
 
#define SHADER_DEFAULT_SSAO   "@@deferred_ssao"
 
#define SHADER_DEFAULT_SSAO_BLUR   "@@deferred_ssao_blur"
 
#define SHADER_DEFAULT_SHADOW   "@@deferred_shadow"
 
#define SHADER_DEFAULT_SHADOW_POINT   "@@deferred_shadow_cube"
 
#define SHADER_DEFAULT_SHADOW_INSTANCED   "@@deferred_shadow_instanced"
 
#define SHADER_DEFAULT_SHADOW_POINT_INSTANCED   "@@deferred_shadow_cube_instanced"
 
#define VIEWID_DEFAULT   VIEWID_GBUFFER
 
#define PASS_SHADOW   "pass_shadow"
 
#define PASS_GBUFFER   "pass_gbuffer"
 
#define PASS_FORWARD   "pass_forward"
 
#define PASS_LIGHTING   "pass_lighting"
 
#define PASS_POSTPROCESS   "pass_postprocess"
 
#define PASS_SSAO   "pass_ssao"
 
#define PASS_UI   "pass_ui"
 
#define VIEWID_GBUFFER   Blam::RenderingBGFX::Passes::GetViewID(PASS_GBUFFER)
 
#define VIEWID_LIGHTING   Blam::RenderingBGFX::Passes::GetViewID(PASS_LIGHTING)
 
#define VIEWID_FORWARD   Blam::RenderingBGFX::Passes::GetViewID(PASS_FORWARD)
 
#define VIEWID_POSTPROCESS   Blam::RenderingBGFX::Passes::GetViewID(PASS_POSTPROCESS)
 
#define VIEWID_2D   Blam::RenderingBGFX::Passes::GetViewID(PASS_UI)
 
#define BITMAP_DEFAULT_WHITE   "@@shaders/default_bitmaps/white.bitmap"
 
#define BITMAP_DEFAULT_GRAY_50   "@@shaders/default_bitmaps/gray_50_percent.bitmap"
 
#define BITMAP_DEFAULT_NORMAL   "@@shaders/default_bitmaps/default_normal.bitmap"
 
#define BITMAP_DEFAULT_ROUGHNESS   "@@shaders/default_bitmaps/default_roughness.bitmap"
 

Functions

bool UsingBgfx ()
 
BLAM bool Blam::RenderingBGFX::Initialize ()
 
BLAM void Blam::RenderingBGFX::RenderLoop ()
 
BLAM void Blam::RenderingBGFX::Shutdown ()
 
BLAM void Blam::RenderingBGFX::HandleWindowReisze (int width, int height)
 
BLAM void Blam::RenderingBGFX::SetViewClearFlags (uint16_t flags)
 
BLAM void Blam::RenderingBGFX::SetResetFlags (uint32_t flags)
 
BLAM void Blam::RenderingBGFX::TakeScreenshot ()
 
BLAM int Blam::RenderingBGFX::GetRenderWidth ()
 Retrieves the current width of the viewport. More...
 
BLAM int Blam::RenderingBGFX::GetRenderHeight ()
 Retrieves the current height of the viewport. More...
 
BLAM uint64_t Blam::RenderingBGFX::GetDefault2DStateFlags ()
 
BLAM void Blam::RenderingBGFX::SetDefault2DStateFlags (uint64_t flags)
 
BLAM float * Blam::RenderingBGFX::GetCameraViewMatrix ()
 
BLAM float * Blam::RenderingBGFX::GetCameraProjectionMatrix ()
 
BLAM BlamVector2 Blam::RenderingBGFX::GetScreenPointFrom3DPoint (BlamVector3 position)
 
BLAM void Blam::RenderingBGFX::PrepareScreenQuad ()
 
BLAM BlamVector3 Blam::RenderingBGFX::GetMousePosition3D ()
 
BLAM BlamVector3 Blam::RenderingBGFX::GetGizmoMousePosition3D ()
 
BLAM BlamOrientedBoundingBox Blam::RenderingBGFX::CreateOBBFromAABB (BlamVector3 position, BlamVector3 rotation, BlamVector3 scale, BlamVector3 local_aabb_min, BlamVector3 local_aabb_max)
 
BLAM BlamRay Blam::RenderingBGFX::CreateRayFromViewportPoint (int screen_x, int screen_y)
 Constructs a world-space ray from a screen-space cursor position. More...
 
bool Blam::RenderingBGFX::IsViewportMode2D ()
 
BLAM void Blam::RenderingBGFX::Textures::BuildTextureFromTag (bitmap *bitmap_tag, std::string tag_path)
 Loads a texture into bgfx from a bitmap tag. More...
 
BLAM bgfx::TextureHandle Blam::RenderingBGFX::Textures::GetTextureFromTag (std::string tag_path)
 Retrieves an OGRE texture from a tag path. More...
 
BLAM void Blam::RenderingBGFX::Textures::ReloadPendingBitmaps ()
 Reloads all bitmaps that are currently pending a reload. More...
 
BLAM bgfx::TextureHandle Blam::RenderingBGFX::Textures::LoadTexture2D (std::string id, void *pixel_data, int width, int height, bgfx::TextureFormat::Enum format, int bytes_per_line, uint64_t flags=0)
 Loads a 2D texture from data in memory. More...
 
BLAM bgfx::TextureHandle Blam::RenderingBGFX::Textures::get_newest_bitmap ()
 
BLAM bgfx::TextureHandle Blam::RenderingBGFX::Textures::GetDefaultTexture ()
 
BLAM void Blam::RenderingBGFX::Textures::ReleaseTextures ()
 
BLAM void Blam::RenderingBGFX::Textures::LoadDefaultTextures ()
 
BlamTextureRef Blam::RenderingBGFX::Textures::GetTextureRefFromTag (std::string tag_path)
 
void Blam::RenderingBGFX::Textures::OnBitmapTagUnloading (std::string tag_path)
 
BLAM void Blam::RenderingBGFX::Models::LoadModel (render_model *model, std::string tag_path)
 
BLAM meshBlam::RenderingBGFX::Models::GetModelFromTagPath (std::string tag_path)
 
BLAM void Blam::RenderingBGFX::Models::ReleaseModels ()
 
BLAM bool Blam::RenderingBGFX::Materials::BuildMaterialFromTag (material *material_tag, std::string tag_path)
 
BLAM void Blam::RenderingBGFX::Materials::ApplyMaterialParameters (mesh::submesh *submesh, std::string material_tag_path)
 
BLAM bgfx::ProgramHandle Blam::RenderingBGFX::Materials::GetMaterialProgram (std::string material_tag_path)
 
void Blam::RenderingBGFX::Materials::InvalidateMaterial (std::string tag_path)
 
void Blam::RenderingBGFX::Materials::InvalidateAllMaterials ()
 
void Blam::RenderingBGFX::Materials::ReleaseMaterials ()
 
BLAM void Blam::RenderingBGFX::Shaders::LoadDefaultShaders ()
 
BLAM bool Blam::RenderingBGFX::Shaders::ReloadShader (std::string name)
 
BLAM bgfx::ProgramHandle Blam::RenderingBGFX::Shaders::GetDefaultProgram ()
 
BLAM bgfx::ProgramHandle Blam::RenderingBGFX::Shaders::GetProgram (std::string name)
 
BLAM void Blam::RenderingBGFX::Shaders::ReleaseShaders ()
 
BLAM void Blam::RenderingBGFX::Shaders::ReloadPendingShaders ()
 
BLAM void Blam::RenderingBGFX::Shaders::ForceReloadAllShaders ()
 
BLAM void Blam::RenderingBGFX::Shaders::CreateDefaultUniforms ()
 
BLAM void Blam::RenderingBGFX::Shaders::DestroyUniforms ()
 
BLAM void Blam::RenderingBGFX::Shaders::SetShaderFlagsUniform (uint32_t flags=0, bool use_globals=true)
 
BLAM bgfx::UniformHandle Blam::RenderingBGFX::Shaders::GetUniform (std::string id)
 
BLAM float Blam::RenderingBGFX::Stats::GetCurrentFrameRate ()
 
BLAM float Blam::RenderingBGFX::Stats::GetAverageFrameRate ()
 
BLAM BlamRenderPassBlam::RenderingBGFX::Passes::GetPass (std::string id)
 
BLAM bgfx::ViewId Blam::RenderingBGFX::Passes::ReserveViewID ()
 
BLAM bgfx::ViewId Blam::RenderingBGFX::Passes::GetViewID (std::string id)
 
BLAM std::vector< BlamRenderPass * > Blam::RenderingBGFX::Passes::GetPassList ()
 
BLAM void Blam::RenderingBGFX::Lighting::RefreshLightCache ()
 
BLAM int Blam::RenderingBGFX::Lighting::GetLightCacheIndex (BlamWorldObject *object)
 
BLAM void Blam::RenderingBGFX::Lighting::SubmitLightUniforms (BlamVector3 cameraPos, BlamVector3 ambientColor)
 
BLAM int Blam::RenderingBGFX::Lighting::FindLightSlotForShadowState (BlamShadowCasterState *state)
 
BLAM int Blam::RenderingBGFX::Lighting::GetLightCacheCount ()
 
BLAM BlamWorldObject_TagBlam::RenderingBGFX::Lighting::GetLightCacheAt (int index)
 
BLAM void Blam::RenderingBGFX::Lighting::AddShadowCaster (BlamWorldObject_TagLight *object)
 
BLAM void Blam::RenderingBGFX::Lighting::RemoveShadowCaster (BlamWorldObject *object)
 
BlamWorldObject_TagBlam::RenderingBGFX::Lighting::GetShadowCasterAt (int index)
 
BLAM int Blam::RenderingBGFX::Lighting::GetShadowCasterCount ()
 
BLAM BlamWorldObject_TagBlam::RenderingBGFX::Lighting::GetFirstDirectionalShadowCaster ()
 ‍** More...
 
void Blam::RenderingBGFX::Culling::ExtractFrustum (BlamFrustum *out_frustum, const float *vp_matrix)
 
bool Blam::RenderingBGFX::Culling::AABBInFrustum (const BlamFrustum *frustum, BlamVector3 aabb_min, BlamVector3 aabb_max)
 
bool Blam::RenderingBGFX::Culling::SphereInFrustum (const BlamFrustum *frustum, BlamVector3 center, float radius)
 
void Blam::RenderingBGFX::Culling::TransformAABB (BlamVector3 model_min, BlamVector3 model_max, const float *world_matrix, BlamVector3 *out_world_min, BlamVector3 *out_world_max)
 
void Blam::RenderingBGFX::Culling::TransformSphere (BlamVector3 model_center, float model_radius, const float *world_matrix, BlamVector3 *out_world_center, float *out_world_radius)
 
BLAM bool Blam::Rendering::Initialize ()
 Initializes the OGRE rendering library. More...
 
BLAM void Blam::Rendering::RenderLoop ()
 Function to handle the render loop. More...
 
BLAM void Blam::Rendering::RenderThread ()
 Function used to handle the render thread. More...
 
BLAM void Blam::Rendering::PauseRenderThread ()
 Pauses the render thread. More...
 
BLAM void Blam::Rendering::ResumeRenderThread ()
 Resumes the render thread. More...
 
BLAM void Blam::Rendering::Shutdown ()
 Shuts down OGRE and cleans up any memory used by it. More...
 
BLAM void Blam::Rendering::ProcessSDLEvents (SDL_Event *event)
 Function used to allow OGRE to handle SDL events. More...
 
BLAM Demo::GraphicsSystemBlam::Rendering::GetGraphicsSystem ()
 Retrieves the graphics system used by OGRE. More...
 
BLAM void Blam::Rendering::HandleWindowReisze (int width, int height)
 Instructs OGRE to handle a window resize. More...
 
BLAM int Blam::Rendering::GetRenderWidth ()
 Retrieves the current width of the OGRE viewport. More...
 
BLAM int Blam::Rendering::GetRenderHeight ()
 Retrieves the current height of the OGRE viewport. More...
 
BLAM Ogre::Window * Blam::Rendering::GetRenderWindow ()
 Retrieves the primary OGRE rendering window. More...
 
BLAM double Blam::Rendering::GetDeltaTime ()
 Retrieves delta time that has passed since the previous frame was completed. More...
 
BLAM void Blam::Rendering::TakeScreenshot ()
 Instructs OGRE to save a screenshot on the next frame. More...
 
BLAM void Blam::Rendering::WriteScreenshot ()
 Saves a screenshot of the current frame to a file. More...
 
BLAM Ogre::SceneManager * Blam::Rendering::Get2DSceneManager ()
 Retrieves the scene manager used to handle 2D rendering. More...
 
BLAM Ogre::Camera * Blam::Rendering::Get2DCamera ()
 Retrieves the camera used to handle 2D rendering. More...
 
BLAM void Blam::Rendering::DisplayBasicCrashScreen (std::string additional_info="")
 Displays a basic crash screen, with an optional message. More...
 
BLAM void Blam::Rendering::DisplayDetailedCrashScreen (std::string expression, std::string file, int line, std::string message)
 Displays a detailed crash screen. More...
 
BLAM void Blam::Rendering::SetImGuiHiddenState (bool hide)
 Sets whether ImGUI should be hidden or not. More...
 
BLAM bool Blam::Rendering::GetImGuiHiddenState ()
 Checks whether ImGUI is currently hidden or not. More...
 
BLAM BlamVector3 Blam::Rendering::GetMousePosition3D ()
 
BLAM BlamVector2 Blam::Rendering::GetScreenPointFrom3DPoint (BlamVector3 point)
 
BLAM BlamVector3 Blam::Rendering::GetGizmoMousePosition3D ()
 
BLAM std::vector< BlamWorldObject * > Blam::Rendering::RaycastScreen (int screen_x, int screen_y, bool sort_by_distance=true, uint16_t max_results=0U, BlamQueryFlags query_flags=BlamQueryFlags::QF_EXCLUDE_GIZMOS)
 
BLAM std::vector< BlamWorldObject * > Blam::Rendering::RaycastScreenNormalized (float screen_normalized_x, float screen_normalized_y, bool sort_by_distance=true, uint16_t max_results=0U, BlamQueryFlags query_flags=BlamQueryFlags::QF_EXCLUDE_GIZMOS)
 
BLAM std::vector< BlamWorldObject * > Blam::Rendering::Raycast (BlamVector3 origin, BlamVector3 direction, bool sort_by_distance=true, uint16_t max_results=0U, BlamQueryFlags query_flags=BlamQueryFlags::QF_EXCLUDE_GIZMOS)
 
BLAM bool Blam::Rendering::HasZoomLevelChanged ()
 
BLAM void Blam::Rendering::Materials::RebuildDatablocks ()
 Rebuilds ALL datablocks (including instances) from their original tags. More...
 
BLAM bool Blam::Rendering::Materials::BuildDatablockFromTag (material *material_tag, std::string tag_path)
 Creates an OGRE material datablock from a material tag. More...
 
BLAM void Blam::Rendering::Materials::ReloadPendingMaterials ()
 Reloads all datablocks which are flagged as requiring a reload. More...
 
BLAM Ogre::HlmsDatablock * Blam::Rendering::Materials::GetDatablockFromTag (std::string tag_path)
 Retrieves an OGRE datablock from a material tag path. More...
 
BLAM ogre_material_instance_dataBlam::Rendering::Materials::GetDatablockInstanceFromTag (std::string tag_path, std::string referencing_tag_path)
 Retrieves a datablock instance from a material tag path, and a referencing tag path. More...
 
BLAM ogre_material_instance_dataBlam::Rendering::Materials::CreateDatablockInstance (std::string tag_path, std::string referencing_tag_path)
 Creates a new datablock instance from a material tag path, and a referencing tag path. More...
 
BLAM bool Blam::Rendering::Materials::LoadPBSDatablockFromMaterialTag (Ogre::HlmsPbsDatablock *datablock, material *material_tag, std::string tag_path="")
 Loads a PBS (Physically-Based Shading) datablock from a material tag. More...
 
BLAM bool Blam::Rendering::Materials::LoadUnlitDatablockFromMaterialTag (Ogre::HlmsUnlitDatablock *datablock, material *material_tag, std::string tag_path="")
 Loads an Unlit datablock from a material tag. More...
 
BLAM Ogre::HlmsUnlitDatablock * Blam::Rendering::Materials::CreateDefaultUnlitDatablock (std::string id)
 Creates a default Unlit datablock. More...
 
BLAM Ogre::HlmsUnlitDatablock * Blam::Rendering::Materials::CreateDefaultUnlitDatablockForPrimitives (std::string id)
 Creates a default Unlit datablock for use with 2D and 3D primitives. More...
 
BLAM Ogre::HlmsPbsDatablock * Blam::Rendering::Materials::CreateDefaultPbsDatablock (std::string id)
 Creates a default PBS datablock. More...
 
BLAM Ogre::HlmsPbsDatablock * Blam::Rendering::Materials::CreateDefaultPbsDatablockForPrimitives (std::string id)
 Creates a default PBS datablock for use with 2D and 3D primitives. More...
 
BLAM void Blam::Rendering::Textures::BuildTextureFromTag (bitmap *bitmap_tag, std::string tag_path)
 Loads a texture into OGRE from a bitmap tag. More...
 
BLAM Ogre::TextureGpu * Blam::Rendering::Textures::GetTextureFromTag (std::string tag_path)
 Retrieves an OGRE texture from a tag path. More...
 
BLAM void Blam::Rendering::Textures::ReloadPendingBitmaps ()
 Reloads all bitmaps that are currently pending a reload. More...
 
BLAM Ogre::TextureGpu * Blam::Rendering::Textures::LoadTexture2D (std::string id, void *pixel_data, int width, int height, Ogre::PixelFormatGpu format, int bytes_per_line)
 Loads a 2D texture from data in memory. More...
 
BLAM Ogre::TextureGpu * Blam::Rendering::Textures::CreateAtlasFromTextures (std::string id, std::vector< bitmap * > bitmaps, std::vector< BlamVector2 > *out_points)
 
BLAM void Blam::Rendering::Models::LoadModel (render_model *model, std::string tag_path)
 
BLAM Ogre::MeshPtr Blam::Rendering::Models::GetModelFromTagPath (std::string tag_path)
 
BLAM void Blam::Rendering::Models::LoadPendingModels ()
 
BLAM void Blam::Rendering::Models::UnloadModels ()
 
BLAM bool Blam::Rendering::Models::WasModelReloaded (std::string tag_path)
 
BLAM Ogre::Light * Blam::Rendering::Lights::CreateLightFromTag (light *light)
 
BLAM void Blam::Rendering::Shaders::FillInstanceParameterBuffer (float *address, BlamWorldObject_Tag *object, shader *program)
 
BLAM uint16_t Blam::Rendering::Shaders::CalculateInstanceBufferElementCount (shader *program)
 
BLAM void Blam::Rendering::Shaders::LoadShader (shader *program, std::string tag_path)
 
BLAM Ogre::HlmsDatablock * Blam::Rendering::Shaders::GetShaderDatablock (std::string tag_path)
 
BLAM Ogre::MaterialPtr Blam::Rendering::Shaders::GetRawShaderMaterial (std::string tag_path)
 
BLAM Ogre::MaterialPtr Blam::Rendering::Shaders::LoadRawShader (shader *shader, std::string tag_path)
 
BLAM Ogre::GpuProgramParametersSharedPtr Blam::Rendering::Shaders::GetShaderParameters (std::string tag_path, Ogre::GpuProgramType shader_type)
 
BLAM void Blam::Rendering::Tilesets::LoadTileset (tile_set *tileset, std::string tag_path)
 
BLAM void Blam::Rendering::Tilesets::LoadPendingTilesets ()
 
BLAM Ogre::HlmsLowLevelDatablock * Blam::Rendering::Tilesets::GetTilesetDatablock (std::string tag_path, int tile_index)
 
BLAM Ogre::MaterialPtr Blam::Rendering::Tilesets::GetTilesetMaterial (std::string tag_path, int tile_index)
 
BLAM int Blam::Rendering::Tilesets::GetTilesetSourceCount (std::string tag_path)
 
BLAM Ogre::FilterOptions Blam::Rendering::Utils::ConvertBitmapFilterMode (bitmap_filtering_mode filter_mode)
 Converts a bitmap filtering mode enum value to the equivalent OGRE filtering mode value. More...
 

Macro Definition Documentation

◆ BITMAP_DEFAULT_GRAY_50

#define BITMAP_DEFAULT_GRAY_50   "@@shaders/default_bitmaps/gray_50_percent.bitmap"

◆ BITMAP_DEFAULT_NORMAL

#define BITMAP_DEFAULT_NORMAL   "@@shaders/default_bitmaps/default_normal.bitmap"

◆ BITMAP_DEFAULT_ROUGHNESS

#define BITMAP_DEFAULT_ROUGHNESS   "@@shaders/default_bitmaps/default_roughness.bitmap"

◆ BITMAP_DEFAULT_WHITE

#define BITMAP_DEFAULT_WHITE   "@@shaders/default_bitmaps/white.bitmap"

◆ BLAM

#define BLAM

◆ BLAM_OGRE_RESOURCE_GROUP

#define BLAM_OGRE_RESOURCE_GROUP   Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME

The name of the OGRE resource group used for engine resources.

◆ GUI_RENDER_QUEUE_GROUP_ID

#define GUI_RENDER_QUEUE_GROUP_ID   200

The ID of the render queue group used for 2D rendering.

◆ PASS_FORWARD

#define PASS_FORWARD   "pass_forward"

◆ PASS_GBUFFER

#define PASS_GBUFFER   "pass_gbuffer"

◆ PASS_LIGHTING

#define PASS_LIGHTING   "pass_lighting"

◆ PASS_POSTPROCESS

#define PASS_POSTPROCESS   "pass_postprocess"

◆ PASS_SHADOW

#define PASS_SHADOW   "pass_shadow"

◆ PASS_SSAO

#define PASS_SSAO   "pass_ssao"

◆ PASS_UI

#define PASS_UI   "pass_ui"

◆ SHADER_DEFAULT_DEFERRED_GBUFFER

#define SHADER_DEFAULT_DEFERRED_GBUFFER   "@@deferred_gbuffer"

◆ SHADER_DEFAULT_DEFERRED_GBUFFER_INSTANCED

#define SHADER_DEFAULT_DEFERRED_GBUFFER_INSTANCED   "@@deferred_gbuffer_instanced"

◆ SHADER_DEFAULT_DEFERRED_LIGHT_PASS

#define SHADER_DEFAULT_DEFERRED_LIGHT_PASS   "@@deferred_light_pass"

◆ SHADER_DEFAULT_DEFERRED_POSTPROCESS

#define SHADER_DEFAULT_DEFERRED_POSTPROCESS   "@@deferred_postprocess"

◆ SHADER_DEFAULT_PBR

#define SHADER_DEFAULT_PBR   "@@pbr_shader"

◆ SHADER_DEFAULT_SHADOW

#define SHADER_DEFAULT_SHADOW   "@@deferred_shadow"

◆ SHADER_DEFAULT_SHADOW_INSTANCED

#define SHADER_DEFAULT_SHADOW_INSTANCED   "@@deferred_shadow_instanced"

◆ SHADER_DEFAULT_SHADOW_POINT

#define SHADER_DEFAULT_SHADOW_POINT   "@@deferred_shadow_cube"

◆ SHADER_DEFAULT_SHADOW_POINT_INSTANCED

#define SHADER_DEFAULT_SHADOW_POINT_INSTANCED   "@@deferred_shadow_cube_instanced"

◆ SHADER_DEFAULT_SSAO

#define SHADER_DEFAULT_SSAO   "@@deferred_ssao"

◆ SHADER_DEFAULT_SSAO_BLUR

#define SHADER_DEFAULT_SSAO_BLUR   "@@deferred_ssao_blur"

◆ SHADER_DEFAULT_UNLIT

#define SHADER_DEFAULT_UNLIT   "@@unlit_shader"

◆ VIEWID_2D

◆ VIEWID_DEFAULT

#define VIEWID_DEFAULT   VIEWID_GBUFFER

◆ VIEWID_FORWARD

◆ VIEWID_GBUFFER

◆ VIEWID_LIGHTING

◆ VIEWID_POSTPROCESS

#define VIEWID_POSTPROCESS   Blam::RenderingBGFX::Passes::GetViewID(PASS_POSTPROCESS)

Function Documentation

◆ UsingBgfx()

bool UsingBgfx ( )